Small speed improvement by storing variables separately (rather than in Vector3D) to void construction/comparison overhead.
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@ -259,17 +259,20 @@ namespace PolyVox
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template <typename VoxelType>
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typename PagedVolume<VoxelType>::Chunk* PagedVolume<VoxelType>::getChunk(int32_t uChunkX, int32_t uChunkY, int32_t uChunkZ) const
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{
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Vector3DInt32 v3dChunkPos(uChunkX, uChunkY, uChunkZ);
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//Check if we have the same chunk as last time, if so there's no need to even update
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//the time stamp. If we updated it everytime then that would be every time we touched
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//a voxel, which would overflow a uint32_t and require us to use a uint64_t instead.
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//This check should also provide a significant speed boost as usually it is true.
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if((v3dChunkPos == m_v3dLastAccessedChunkPos) && (m_pLastAccessedChunk != 0))
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if ((uChunkX == m_v3dLastAccessedChunkX) &&
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(uChunkY == m_v3dLastAccessedChunkY) &&
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(uChunkZ == m_v3dLastAccessedChunkZ) &&
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(m_pLastAccessedChunk != 0))
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{
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return m_pLastAccessedChunk;
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}
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Vector3DInt32 v3dChunkPos(uChunkX, uChunkY, uChunkZ);
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// The chunk was not the same as last time, but we can now hope it is in the set of most recently used chunks.
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Chunk* pChunk = nullptr;
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auto itChunk = m_mapChunks.find(v3dChunkPos);
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@ -309,7 +312,10 @@ namespace PolyVox
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}
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m_pLastAccessedChunk = pChunk;
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m_v3dLastAccessedChunkPos = v3dChunkPos;
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//m_v3dLastAccessedChunkPos = v3dChunkPos;
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m_v3dLastAccessedChunkX = uChunkX;
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m_v3dLastAccessedChunkY = uChunkY;
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m_v3dLastAccessedChunkZ = uChunkZ;
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return pChunk;
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}
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